Poll

Thoughts? (Please read OP first)

Raise it!
37 (78.7%)
Keep it the same!
6 (12.8%)
Lower it!
1 (2.1%)
I don't care.
3 (6.4%)

Total Members Voted: 47

Author Topic: Raise the Projectile Speed Limit!  (Read 3726 times)

I was pretty sure there was a sniper rifle that use raycasting instead of a projectile. Honestly the whole projectile system is pretty odd in general, I can't think of many games that track each bullet as an individual physics object. I think it was really intended for artillery and thrown stuff, bullets in this game seem like an afterthought.
You mean the Tier Tactial Military Rifle? Alot of servers banned its used because it did the damage before the bullet got there.

Is it possible to cheat and write a function that detects distance, which then decides the delay factor for the raycast?
Genius except for the fact that moving objects would mess it up horribly. Say you're firing at a person, standing a good distance away. It fires the preliminary raycast, detecting distance. It calculates the distance and time. The player you're firing at moves away, and the raycast misses and is buggy. Though this can easily be ignored, as it wouldn't damage anything, but still, I don't know.

Personally, I don't see why bullets are commonly used. I mean the bullet itself is all glow and makes it easy to see. Real bullets don't really glow and are harder to detect with the eye. I know Blockland isn't supposed to be uber realistic, but some things are better of being realistic than not.

As in this case, I think delayed raycasts by distance would be nice.

I don't think a timed raycast is any use, the whole point of using a raycast is to have it instant because you can't see the bullet.

Is it possible to cheat and write a function that detects distance, which then decides the delay factor for the raycast?
Great idea.

i thought this was possible with raycasts, sending it out at staggered times and distances, and maybe placing a projectile at the end of each one?

I'm pretty sure the projectile speed was given a limit because if they go any faster they send way too many updates.

i thought this was possible with raycasts, sending it out at staggered times and distances, and maybe placing a projectile at the end of each one?
I don't think a projectile would be necessary. It would give it an uneven, jumpy feeling anyway. I think the best way to go about timed raycast would be to actually fire 5 or 6, at different times, ending at different distances. If any hit anything, it wouldn't fire any others.

I don't think a projectile would be necessary. It would give it an uneven, jumpy feeling anyway. I think the best way to go about timed raycast would be to actually fire 5 or 6, at different times, ending at different distances. If any hit anything, it wouldn't fire any others.
probably fire a raycast from the old position though, otherwise it will change depending on where you are/if somebody moves

So is 200 really as fast as bullets can go without an engine change?

So is 200 really as fast as bullets can go without an engine change?
It doesn't really require an engine change. Badspot set that limit for unknown reasons.

Screw that.
I'd say 1000 is good enough.
Why does torque even have a damn projectile system?
Why not-
Bullets
Ballistic projectiles
Raycasts?

It's just not right.

I remember one guy found a loophole through the projectile limit.
He used the function for the bounce projectile event (Which if you ever tried can actually make bullets go up the the engine limit speed) He simply made the bullet be affected by the bounce projectile function a couple of times before firing it, easily allowing bullets to go up to 800 or higher.

It doesn't really require an engine change. Badspot set that limit for unknown reasons.

The limit is in the engine because Badspot changed the limit in the engine.
Enging change means change something in the engine, not get a new one.

So is 200 really as fast as bullets can go without an engine change?
Yes.

I remember one guy found a loophole through the projectile limit.
He used the function for the bounce projectile event (Which if you ever tried can actually make bullets go up the the engine limit speed) He simply made the bullet be affected by the bounce projectile function a couple of times before firing it, easily allowing bullets to go up to 800 or higher.
Yeah, and then trying to put that in script form screws up the projectile, putting it at position 0 0 0.

Screw that.
I'd say 1000 is good enough.

I'm pretty sure the projectile speed was given a limit because if they go any faster they send way too many updates.
In human language, lag.

Yeah, and then trying to put that in script form screws up the projectile, putting it at position 0 0 0.
I remember him saying that it actually worked really well. I just never saw him release anything afterward utilizing it.